Match-up Ranking: 5-5
General Strategy
Most matches against Hakumen are going to be long battles of spacing. Haku can go through projectiles now with Kishuu which makes mid-range a dangerous ground to be at. Haku has good normals as well and his drives can put you in a bad position if he lands one on you. You want to be waiting for Hakumen to approach you while cautiously poking and never getting complacent. 214D and 236D is useless against Haku do to his drives as well as the fact that he cuts projectiles.
Long range: Poke with drives and watch out for IAD or multiple Kishuu in a row. He will most likely be either waiting for you to do something or slowly push forward to try to make you back into a corner.
Mid range (midscreen): Guessing game time. Haku's IAD attack beats anything that beats Kishuu. Kishuu beats anything that would be Haku's IAD attack. The only exception is IAD back sword which can cover both if timed right. You want to generally either get long range again or get close range on your terms to get him to block something and then escape. AAs beat Haku's IAD attack. Lows beat Kishuu.
Mid range (Lambda's back to the corner): You're really close to being fucked. If he passively jumps, run out underneath him. Like regular midscreen but you need to take some initiative to get your back out of the corner. Otherwise, you will be in the corner at close range.
Mid range (Haku's back to the corner): This is a good position for you. Your damage near the corner if enough to take the risks with staying at this range and you probably won't end up in the corner if Haku guesses right and hits you here. But don't forget that his 2D and 5D will put you in the corner though
Close range (Lambda in charge): Your 5A hits him crouching so you have that as a nice pressure tool. Be mindful of his drive. Don't be too obvious with crescent's since you will either be 5A'd or Hotaru'd. Outside of the corner, you are aiming for sending him full screen. In the corner, use 236D-less oki.
Close range (Haku in charge): This sucks a lot. His A and B moves are plus on block so it is risky to poke out. Barrier blocking and backdashing is what you will be doing. Since your 5A hits Haku crouching, you can use that to poke out rather than 2A. You can 5A any hops if you have that kind of reaction. Do you best to block him mix-up and fuzzy guard and find a path to escape.
Your Best Tools (For This Match-up)
5D: Locks down the space in front of Haku and if you catch him during a hop, you get an easy good damage combo 6D: Locks down Haku's IAD space and can also hit Haku standing 2D: Locks down Haku's super and double jump space jD: Locks down air movements of Haku (outside his jC range) j2D: Locks down ground movements of Haku (outside of Kishuu) 5A: Can AA Haku's low to the ground IADs. Hits Haku crouching as well 6A: Can be used to AA against Haku's low or high in the air 2C: Can be used to beat out Hotaru if done at the same time or before Hotaru. Can also be used to AA against Haku's high in the air 3C: Beats Kishuu and can AA Haku's jC Throw: Beats drive moves Gravity: Slows him down
Haku Reversals?
Has A DP?
No. But his counters can achieve almost the same effect. Can be used against physical and projectile attacks but lose to throws. Important thing to note is that the follow-up to his drive is unblockable. He is also fully invincible once he counters a move. This moves 236D or 236236D bad moves to use against Hakumen. He is free to counter them and you can't punish him in anyway. And if you get too close, you will get hit by the counter follow-up. 5D: 5 frames of start-up. Catches high and mid 2D: 1 frame of start-up. Catches low and mid 6D: 1 frame of start-up. Catches high and mid jD: 1 frame of start-up. Catches high and mid
Has A DP With Heat?
Kind of. Hotaru (j214B): Costs 2 stars. Fully invincible but he needs to be in the air to use it. Jump cancelable and special cancelable. He is safe so you can't punish it unless he whiffs. Yukikaze (236236D): Costs 4 stars. Counter super. Counters everything except throws (and unblockables, which Lambda doesn't have so it doesn't matter). Like all of his regular counters, he is fully invincible if he counters something. Hits the entire bottom half of the field. Can super jump or double jump over it. Can also gold burst it. Can RC projectiles to jump away.
Things To Look Out For
[*]The Void: Appears when he cuts a projectile with his sword. Stays on the screen for awhile. Doesn't move but it will eat any projectile that comes near it and does have a hitbox so Haku is safe to sit in it or use it to try to approach you. Also gives him a free taunt.
[*]5A/2A: Plus on block and good for Haku's pressure. Barrier blocking helps push him away
[*]6B: Overhead. Causes a knockdown. Doesn't do much damage but it is the 2nd fastest standing overhead in the game
[*]5C: Prevents jump-outs. Special cancelable. P1 of 100 so it is damaging. Don't jump out without barrier and barrier IB 5C and watch out any follow-ups
[*]jB: Amazing air move that will beat out a lot of stuff if you are in range of it.
[*]Kishuu (623A): Costs 1 star. Invincible to high, mid and projectile attacks. Vunerable for the first 5 frames and the final 4 frames. Use 2B, 3C or well timed drive to punish.
[*]Hotaru (j214B): Explained above.
[*]Tsubaki (j214C): Costs 3 stars. Overhead. Can only be used in the air (similar to Lambda's TK crescent). 19 frames (4 frames of jump start-up + 15 frames) of start-up. Can be canceled from his hop so it can be hard to react to. +3 on block
[*]Shippu (632146C): Costs 4 stars. It is fast and the wave deals 2.5K. Travels full screen. You probably won't see them throw it out often but it can work in a clutch for them.
[*]Drives and Yukikaze: Renders 236D oki useless against Hakumen. Can be used to counter drives. He is invincible after he counters something. For example, if you do 5DD and he counters the first hit, the 2nd part will whiff and he can freely move while you are in recovery
Conclusion
Be patient and vigilant. Haku doesn't have particularly amazing movement options so you can zone just fine if you pay attention and keep the spacing you want. Just like most match-ups though, one mistake will end the match. Pay attention to his magatama to know his options and what he has access to at any point.
Other
[*] Needs to dash 5B after 236B to combo in the corner.
[*] 236C > 236D works midscreen without a dash
[*] 5A hits Hakumen crouching, regardless of if he is in blockstun or not.